Mordheim: Druchii Warband, Alpha²

Discuss and participate in the development of the Mordheim Druchii warband here.

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Ansob.
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Mordheim: Druchii Warband, Alpha²

Post by Ansob. »

This is the updated version, taking into account everything that's been said. I also tweaked the Hag a bit, as I found 60GC a bit too much for what she does (she's now between a Lordling and Sorceress).
Any, if you happen to pass by, will you update the first post or shall we just leave it as-is?

[Note: thank you, Any! :)]

Edit: Fey Quickness skill edited out; Long-lived edited in. Corsairs and Shades at 35GC, for the moment.



Mordheim : Druchii warband
Alpha²



There are none living who know the ways of the elves, save perhaps the mighty lizard-priests of the South whose knowledge and power is rumoured to grow far beyond that even of the High Mages of the College of Magic of Altdorf. Those few elves who roam the lands of the Empire are mysterious, their ways impenetrable to us.
There are those who, like Finubar the Proud, openly declare themselves Manfriend and help defend our glorious Empire from the encroaching forces of Chaos - too few of them, unfortunately. Of those, we know what they would have us know - their history and that of their families, and a little of the history of their land - the fabled island of Ulthuan. There are those who stalk the night, warriors who come cloaked in darkness and wielding bows, the death in their eyes revealed in their prey as their life is snuffed out like a candle atop Brass Keep by one, well-placed arrow shot - of those we know little, save that they name themselves "Shadow warriors of Nagarythe" and, as their kindred of Ulthuan reassure us, they seek to do us no harm.
There are those who protect the forests, defending them from touch of Chaos and Man alike. There are also rumours of a fourth breed of elves - a grim race, ruthless and sadistic. They come at night in their low ships with sails of midnight-black, craving the poison that lurks within the now-ruins of Mordheim, the Weyrdstone of which all those who go to the Cursed City and return speak. They leave no witnesses, taking prisoner those who are able-bodied enough to toil under them in slavery, murdering the others.
Of course, such nonsense is only that - rumours, and nonsense, the delusional affabulations of crazed minds that have seen the taint of Chaos from too close. It may be that some elves are more ruthless than others, but they are just that - elves, and their ways are closed to us.



Choice of Warriors
A Druchii warband must include a minimum of three models. You have 500 gold crowns to recruit your initial warband. The maximum number of warriors in a warband may never exceed 12.

  • Heroes
    Noble Each Druchii warband must have one Noble to lead it - no more, no less.
    Lordlings Your warband may include up to two Lordlings.
    Beastmaster Your warband may include one Beastmaster..
    Sorceress Your warband may include one Sorceress.
    Hag Trainee Your warband may include one hag Trainee.
    Note: if you warband includes a Hag Trainee, it cannot include a Sorceress (and vice versa).
  • Henchmen
    Corsairs Your warband may include any number of corsairs.
    Shades Your warband may include up to five shades.
    Warhounds Your warband may include up to three hounds if it also includes a Beastmaster.


Starting Experience

A Noble starts with 20 experience.
Lordlings start with 12 experience.
A Sorceress starts with 12 experience.
A Hag Trainee starts with 12 experience.
A Beastmaster starts with 8 experience.
Henchmen start with 0 experience.

Maximum Characteristics

Characteristics for Druchii warriors may not be increased beyond the maximum limits shown here:

Profile M WS BS S T W I A Ld
5 7 7 4 3 3 9 5 10





Special Rules

Kindred Hatred The Dark Elves have been fighting the High Elves for many centuries. The wars between these two races have been very long and bloody affairs. Dark Elves Hate any High Elf warriors including High Elf Hired Swords.

Excellent Sight There are numerous legends detailing the excellent eyesight of the Elves, both Druchii and Asur kin. Elves can spot Hidden enemies from twice as far away than normal warriors (i.e. twice their Initiative value in inches).

Disdain Dark Elves may never use black powder weapons as they find them too crude, noisy and unreliable.

Long Lived Elves, as a race, can live right through dozens of human generations, with a lifespan crossing centuries, rather than decades. Due to this, they take longer to advance through the ranks, as they do not have the short human lifespan to push them to great deeds before they die. As such, the first time any Dark Elf henchman rolls "The Lad's Got Talent", you must re-roll the dice. The second roll stands (even if you roll "The Lad's Got Talent" again). This represents the fact that elves must do much more than a member of the "lesser" races to gain the respect of their commander and comrades. Any further results of "The Lad's Got Talent" count as normal; only the first result rolled for each henchmen group must be re-rolled.

Druchii equipment lists
The following lists are used by Druchii warbands to pick their weapons:

Druchii equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . 1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Double-handed weapon . . . . . . . . . . . 15 gc
Halberd . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Spear . . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Beastlash* . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Repeater Crossbow . . . . . . . . . . . . . . . 25 gc
Crossbow Pistol . . . . . . . . . . . . . . . . . . 35 gc
Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Buckler . . . . . . . . . . . . . . . . . . . . . . . . . 5 gc
Special Equipment
Darksteel Blade** . . . . . . . . . . . . . . . .+ 15 gc
Dark Venom** . . . . . . . . . . . . . . . . . . . 15 gc
Sea Dragon Cloak** . . . . . . . . . . . . . . . 35 gc
* Beastmaster only.
** Heroes only, unless otherwise mentioned.

Shades equipment list
Hand-to-hand Combat Weapons
Dagger . . . . . . . . . . . . . . . . . . . .1st free/2 gc
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 gc
Sword . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Missile Weapons
Repeater Crossbow . . . . . . . . . . . . . . . 25 gc
Armour
Helmet . . . . . . . . . . . . . . . . . . . . . . . . . 10 gc
Light armour . . . . . . . . . . . . . . . . . . . . 20 gc

Druchii skill table

Noble Combat - Shooting - Academic - Speed - Special
Lordling Combat - Shooting - Speed - Special
Sorceress Academic - Speed - Special
Hag Trainee Combat - Speed - Special
Beastmaster Combat - Speed - Special

Heroes

1 Noble
70 Gold Crowns to hire
Dark Elf leaders are typically drawn from the Dark Elf nobility and lead the warband in search of gold, slaves and arcane artifacts to bring home to Naggaroth. They are cold and ruthless killers and they command the respect of their troops through assassination and terror. They have attained their position of leadership by eliminating those rivals who stood in their way and through their remarkable cunning, they are dangerous foes who embody the merciless traits of the Druchii race.

Profile M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9

Weapons/Armour A Noble may be armed with weapons and armour chosen from the Dark Elf Equipment list.

Special Rules
Leader Any models in the warband within 6" of the Noble may use his Leadership instead of their own.

0-2 Lordlings
50 Gold Crowns to hire
Lordlings are would-be commanders of the Druchii forces, and often serve under a Noble as page or lieutenant. Lordlings accompany raiding parties to the Old World to further their career, seeking to acquire fame, riches and status in the Witch King’s court.

Profile M WS BS S T W I A Ld
5 4 4 3 3 1 6 1 8

Weapons/Armour Lordlings may be armed with weapons and armour chosen from the Druchii equipment list.

0-1 Beastmaster
45 Gold Crowns to hire
Whereas the High Elves have a great affinity with Dragons and Griffons and other noble creatures their malevolent kin have infamous Beastmasters, Dark Elves of particularly cruel renown who breed many vicious beasts and lead them into combat. Unlike the High Elves who treat their beasts as companions, the Dark Elf Beastmasters are very spiteful masters.

Profile M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8

Weapons/Armour A Beastmaster may be armed with weapons and armour chosen from the Druchii equipment list.

Special Rules
Warhounds The Beastmaster may be accompanied by up to three Warhounds. These are bought as henchmen and follow all rules for listed for them.

0-1 Dark Elf Sorceress
60 Gold Crowns to hire
Dark Elves are strange in that apart from the fell Witch King there are no other male sorcerers - all the other practitioners of magic in the Dark Elf race are female. It is rumoured that any males who do develop an affinity for magic amongst the Dark Elves are immediately put to death to prevent the fulfilling of some dark prophecy.
Dark Elf Sorceresses are mysterious, raven-haired beauties who are grudgingly respected even by the powerful Nobles, and their services are high in demand.

Profile M WS BS S T W I A Ld
5 3 3 3 3 1 5 1 8

Weapons/Armour The Sorceress may be armed with weapons and armour chosen from the Druchii equipment list, but may not cast spells if wearing armour.

Special Rules
Wizard The Dark Elf Sorceress is a wizard and uses Dark Magic, detailed below.

0-1 Hag Trainee
45 Gold Crowns to hire
Witch Elves are the lethally beautiful followers of Khaine, the Bloody-Handed god of murder, vengeance and war. Hag Trainees are those amongst the devoted who seek to become priestesses of Khaine and learn His holy canons. They are sent on missions for the Temple, to prove their worth in the eyes of their god.

Profile M WS BS S T W I A Ld
5 5 3 3 3 1 6 1 8

Weapons/Armour The Hag Trainee may be armed with weapons and armour chosen from the Druchii equipment list, barring all missile weapons.

Special Rules
Fervour The Hag Trainee follows the Frenzy special rule.

Offering If the Warband includes a Hag Trainee, it may choose to sacrifice any slaves it captures to Khaine rather than selling them in Naggaroth. Each sacrificed slave will give the leader +1XP.

Henchmen
Bought in groups of 1-5.

Corsairs
35 Gold Crowns to hire
The Dark Elves are cruel and fierce fighters. This is especially true of the Corsairs - the Black Ark Raiders. They are skilled with sword and axe, as well as the repeater crossbow, the distinct missile weapon of the Dark Elves. Whenever Druchii ships reach foreign shores, the Corsairs are the first to launch raiding parties.

Profile M WS BS S T W I A Ld
5 4 3 3 3 1 5 1 8

Weapons/Armour Corsairs may be armed with weapons and armour chosen from the Dark Elf Equipment list. In addition they may wear Sea Dragon Cloaks even though they are not Heroes.

0-5 Shades
35 Gold Crowns to hire
The stealthy Dark Elf Shades rely on their repeater crossbows to harass and snipe at the enemy, rather than engaging them head on, as ambush is their preferred style of fighting. These Shades are young and inexperienced scouts that see the expeditions to the Old World as a valuable training opportunity.

Profile M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8

Weapons/Armour Shades may be armed with weapons and armour chosen from the Shades Equipment list.

Natural Stealth The first thing that Dark Elf scouts master is the art of moving without being seen or heard. If a Dark Elf is Hiding, enemy models suffer -1 to their Initiative value for determining if they can detect him.



0-3 Warhounds
25 Gold Crowns to hire
The Dark Elves capture and breed many exotic creatures to fight for them, and fights between pets are often staged as a form of entertainment amongst the Dark Elves. Myriad of such animals can be discovered in the Chaos Wastes. Among them is the Warhound, a fierce breed of attack hounds that resemble wolves more than dogs. The Dark Elves capture and train these creatures to fight in battles all over the Warhammer World.

Profile M WS BS S T W I A Ld
7 4 0 3 3 1 3 1 5

Weapons/Armour Warhounds are animals and do not need any weapons, save their claws and massive jaws.

Special Rules
Animals Warhounds are animals, and all animal rules apply to them. They never gain experience.

Beastmaster Warhounds are vicious creatures that are barely kept under control. If the Beastmaster dies the beasts will immediately escape from the warband - remove them from the warband roster. If the Beastmaster is unable to participate in a battle, then neither will the beasts.

Trained Warhounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, but they may benefit from the Beastmaster’s increased Leadership if he is within 6" of the leader.


Special Equipment


Darksteel Weapon
(+20 gold crowns to weapon/Rare 9)
Darksteel weapons are forged in the city of Hag Graef, the Dark Crag. They are fashioned from Blacksteel, a rare form of steel found deep within the mountains around the city. Darksteel weapons have wicked protrusions and serrated edges, which inflict serious damage on an opponent. Any Druchii can upgrade a weapon to a Darksteel weapon by paying an additional 20 gc at the time of purchase. Weapons upgraded to a Darksteel Weapon retain all of their abilities (i.e. swords can parry, double-handed weapons strike last).

Range Close Combat; Strength As user; Special Rules Critical Damage, Wicked Edge.

Special Rules
Critical Damage Darksteel weapons inflict serious damage on their opponents. When rolling on the critical hit chart, a Darksteel weapon will add +1 to the result.

Wicked Edge Darksteel weapons are set with sharp protrusions and serrated edges which inflict serious damage on an opponent. A roll of 2-4 on the injury table is a stunned result.

Beastlash (Beastmaster only)
(10+D6 Gold Crowns/Rare 8 )
The Beastmaster make good use of their whips to goad their hounds and creatures into combat.

Range 4"; Strength As user -1; Special Rules Beastbane; Reach; Cannot be parried.

Special Rules
Beastbane The Beastmaster wielding a Beastlash causes Fear in animals. Any animal charged or wishing to charge a Beastmaster with one of these weapons must first take a fear test as mentioned in the psychology section of the Mordheim rules.

Reach A Beastmaster armed with a Beastlash may attack enemies up to 4" away in the hand-to-hand combat phase. He may make its usual number of attacks using the normal combat procedure, except that the targeted opponent may not strike back. Note that if the Beastmaster is already engaged in close combat, he may not use the Beastlash to attack opponents other than those in base contact.

Cannot be parried A Beastlash cannot be parried.

Sea Dragon Cloak
(35+2D6 Gold Crowns/Rare 10)
Dark Elf Corsairs use special cloaks fashioned from the skin and scales of the sea monsters that dwell deep in the oceans depths. These cloaks are tough and resilient, and offer Dark Elves a very good amount of protection.

Special Rules
Scales 6+ armour save in close combat, 5+ armour save against missiles; may be combined with other pieces of armour (light armour, shield, etc.) with no penalties.


Druchii Skill Table
Dark Elf Heroes may use the following Skill table instead of any of the standard skill tables available to them:


Fury of Khaine
The Dark Elf is infused with an intense raging thirst for blood and is a whirlwind in hand-to-hand combat, moving from opponent to opponent. The Druchii may make a 4" follow up move if he takes all of his opponents out of action. If he comes into contact with another enemy, this starts a new combat. This
new combat takes place in the following turn and the model counts as charging.

Powerful Build
The warrior is strongly built for an Elf and is capable of feats of strength. A warrior with this skill may choose skills from the Strength table. The Sorceress may never take this skill and no more than two warriors in the
warband may take this skill at any one time.

Replace Fey Quickness!

Infiltration
The Dark Elf can infiltrate, this skill is exactly the same as the Skaven skill.

Master of Poisons
The Druchii is proficient in concocting different poisons. If the Hero doesn’t search for rare items, he may make D3-1 doses of Dark Venom instead. There is a chance of getting none, as the hero doesn’t have access to a stable workplace. The poison cannot be sold or traded to other warbands as the Dark Elves guard their secrets very carefully.


Dark Magic
Like their hated Asur kin, the Dark Elves are accomplished practitioners of magic. However, whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic - a very destructive force indeed.

D6 Result
1 Doombolt
Difficulty 8
Whispering an ancient incantation, the Sorceress conjures a bolt of pure dark energy and unleashes it from her outstretched hand.
The Doombolt may be targeted at any enemy model in line of sight. The bolt has an 18" range and causes a Strength 5 hit. If the target model is wounded, then the next closest model within 6" is also hit on a 4+, at -1 Strength than the previous hit. The bolt will keep leaping until there are no more targets within range or until its Strength drops to a one. Take armour saves as normal.

2 Word of Pain
Difficulty 8
The Sorceress calls down the wrath of Khaine upon her enemy, causing his resolve to disappear.
The spell may be cast at an enemy model within 12". The victim must re-roll all successful hand to hand or missile attacks and all to wound rolls. If the victim wishes to charge, he must pass a successful Leadership test first. Lasts until the beginning of the next Dark Elf turn.

3 Soul Stealer
Difficulty 9
At the Sorceress’s touch, the essence of life is drained from her enemy and absorbed into her body, giving her renewed strength and vigour.
Once successfully cast, the Sorceress has to make a to hit roll against a model in base contact. If the attack is successful and her opponent is struck, he suffers a wound with no armour save possible. The Sorceress feeds on this life-force and adds one wound to her current total.
Note: the Sorceress can never have more then one extra wound on her profile from the use of this spell(she may cast it as many times as she wishes to regain lost wounds) and the extra wound is lost once the battle is over.

4 Black Blade of Khaine
Difficulty 8
Summoning Dark Magic, the Sorceress engulfs a weapon in twisted black flames.
The Sorceress may choose the hand-to-hand combat weapon of a member of her warband within 6" to be engulfed in flames. A weapon with these flames acts as a normal weapon of its type, but adds a +2 bonus to the user’s Strength. Hits inflicted from the weapon ignore armour saves. Lasts until the Sorceress’ next shooting
phase.

5 Deathspasm
Difficulty 9
The Sorceress channels Dark Magic into her enemy, causing him to writhe in excruciating pain.
The Deathspasm has a range of 6" and must be cast on the closest enemy model. The affected model must roll on the injury chart. If successfully cast, the casting Sorceress is immediately knocked down. This cannot be prevented by using the Jump Up skill.

6 Witch Flight
Difficulty 7
The Sorceress bends the winds of magic to her will and flies through the air.
The Sorceress may immediately move anywhere within 12", and may count as charging. If she engages a fleeing enemy in the close combat phase, she will score 1 automatic hit and then the opponent will flee again.
Last edited by Ansob. on Tue Aug 30, 2005 9:29 pm, edited 12 times in total.
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Post by Mielkith »

taking into account everything that's been said

What about things from the Overhaul thread?
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Post by Arquinsiel »

They were in the first thread I thought.
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Post by Loflar »

The Overhaul thread containes discussions on gaining experience for sacrifices and some extended rules for selling slaves. From my point of view, giving Witch Elf a special ability to gain XP for sacrifices makes sense, while introducing more rules for selling slaves would ovecomplicate things.

About this alpha-squared list: I don't see any problem. During first reading, I found some wording error, but I was unable to find it later...
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Post by Ansob. »

Loflar wrote:About this alpha-squared list: I don't see any problem. During first reading, I found some wording error, but I was unable to find it later...


Probably a trick of your mind, then. ;)
Concerning the Overhaul stuff - I left out prisoners' treatment isues for now, same as I left out the Hired Swords list that someone'd asked for. I think we should concentrate on the more important part of the list, first. I'd also like people to focus on the spells, if you please, and that we resolve the pricing issues once and for all.
We can, of course, discuss prisoner treatment and hired swords in this thread (but I'd like it to be secondary issues at best). Just a recap concerning these:
- Hired Swords should be everything except for Asur;
- Dark Elves allowed to sacrifice and sell; variant is bonus XP is includes a Hag.
I have alternate versions of these two, by the way:
- why should a race of people who consider every other living creature on earth to be inferior to them and who are, essentially, here secretly, be allowed Hired Swords of any sort? I propose that Druchii not be allowed to hire these (apart from any elven mercenary who isn't Asur). An argument against this is that we have no qualms about using the lesser peoples against our foes to further our goals;
- as for the issue of sacrifices, why don't we simply have it that a Warband not including a Hag Trainee may only sell the slaves, but that one including the Trainee may choose to sacrifice them instead (the acquired XP goes to the leader for his glorious contribution to the Bloody-Handed God)? Variant: with a Trainee, you may only sacrifice (too restrictive, I think).
Well, onto work, people. Let us further the Dread Lord Kitrik's greatest work of this age. ;)
In other words, let's get this ready for the end of March so I can start playing my Druchii in Mordheim. :P
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Post by Jhaelrnya »

First, Ansob: I just love you sig. halo 2 online is essentially that.

I think that we should just give them the possessed ability if they include a Hag. So give the Hag the possessed warband's abiity, but gives exp to elader. Nice and simple and already in place.

Pricing: SDC should be 30 starting (I think Arq suggested that). 35 seems excesive.

Everything else I like.
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Post by Ansob. »

Jhaelrnya wrote:First, Ansob: I just love you sig. halo 2 online is essentially that.


:lol: Glad I don't play Halo 2, then.

Jhaelrnya wrote:I think that we should just give them the possessed ability if they include a Hag. So give the Hag the possessed warband's abiity, but gives exp to elader. Nice and simple and already in place.


I can't find that rule ATM - it's just the normal sell/sacrifice one, right? Same as skaven (I personally think we should have the same rule as skaven)? :?

Jhaelrnya wrote:Pricing: SDC should be 30 starting (I think Arq suggested that). 35 seems excesive.


As I mentioned before, the strength of the SDC doesn't lie in the SDC itself, but in the fact that you can combine it with other pieces of armour - 55GC (SDC + LA) gets you heavy armour which doesn't reduce movement and gets you an extra point of AS against shooting.

Jhaelrnya wrote:Everything else I like.


Glad you do - no comments about the spells?
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Post by Loflar »

Maybe the Word of Pain should be renamed. There is a Chaos spell of the same name.
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Post by Ansob. »

Loflar wrote:Maybe the Word of Pain should be renamed. There is a Chaos spell of the same name.


I have no clue about Chaos, but there's certainly another spell named like that - spell number three of our spell list.
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Post by Mielkith »

I can see no problems with the dark elf spell list, I have scoured the GW Mordheim forum and have found no more then a brief "DE magic is slightly over-powered".
I would like a spell similar to "Chill Wind" but word of pain will do the job.
Just so we are sure where we stand. Could people when postin just out a small comment about "Spell list is good" or the opposite.
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Post by Arquinsiel »

Oddly enough myself and Ansob went through all the spells in the main game and a few of the extra warbands and we ended up coming to the conclusion that there were several spells of equivalent effect that were easier to cast and some that were harder to cast so we decided to bring our casting values into line with the main spells.
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Post by Silas »

None there are living who know the ways of the elves,


Erm...does this actually make sense to people? or am i just having a bad day? Because, while i know what you are trying to say, it just doesnt make grammatical sense. Even a few centuries ago it wouldnt have...

Try either;

"There are none living who know the ways of the elves,"

or

"None are there living who know the ways of the elves,"

and to be honest, i'm not too keen on the usage of "who".
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Post by Arquinsiel »

I think it should read "There are none living who truely know the ways of the elves" removes the who/whom problem. Heck, even I don't know what it's supposed to be and I'm a grammar nazi.
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Post by Jhaelrnya »

Right! Forgot the damn combo effect.
I personally find no problem with the spells. And if you and Arq went through and checked the spells agaisnt others of similar ability, they should be fine then, right?
And I'll find quote of the rule when I get home onto my own comp, where I keep the Living Rulebook.
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Post by Ansob. »

Sil: you were just having a bad day - it makes perfect sense grammatically (it's a quasi-direct extract from the Chronicles of Thomas Covenant by Stephen Donaldson ;)). I have absolutely nothing against changing it (which is what I'm about to do as soon as this is posted).
Jhaelrnya: sure, the spells had a bit of work on then (mainly by Arq), but I wanted to get everyone's opinion on them. And for the info, I had the LRB (I just didn't find it in there).
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Post by Jhaelrnya »

Page 80 of the Mordhiem Living Rulebook, under the Captured Injury Result:
The Possessed may sacrifice the prisoner. The leader of the warband will gain +1 experiance if they do so.

I cannot find the skaven one you mentioned. Ironic, eh?
I think that Dark Elves should just gain that ability if they have a Hag. And maybe get a general bonus to the sale price of a captive if they choose to sell (or do not have a Hag).
Rork wrote:Because you are bound to turn up to battle dressed as a Christmas tree. I don't like people who condone the trade in Fir.


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Silas
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Post by Silas »

A neutral shade of black. wrote:
Loflar wrote:Maybe the Word of Pain should be renamed. There is a Chaos spell of the same name.


I have no clue about Chaos, but there's certainly another spell named like that - spell number three of our spell list.


Page 43 Mordheim Rulebook, Chaos Rituals, last spell

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Ansob.
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Post by Ansob. »

Jhaelrnya wrote:I cannot find the skaven one you mentioned. Ironic, eh?


The skaven have the choice between either selling the slave, or sacrificing it, getting one or the other bonus. That's what I feel the DE warband should be able to do.

Jhaelrnya wrote:I think that Dark Elves should just gain that ability if they have a Hag. And maybe get a general bonus to the sale price of a captive if they choose to sell (or do not have a Hag).


No bonus to the price, I don't think so. SSL (Short, Simple and Logical) says the warband should just have the choice (like skaven). I'm all for us having the sell option basic and the sacrifice option only if you have a Hag, though.
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Post by Ansob. »

I've just edited the first post, correcting a few typoese here and there, bringing some of the special rules in tune with the rest of the rulebook and renaming some stuff. I also went to the liberty of adding the "Offering" special rule to the Hag Trainee (the name's not that great, but never mind) - that is to say, the rule which allows a Dark Elf warband to sacrifice their slaves if, and only if, they have a Hag in there.
Another issue I'd like people to discuss is the Hag Trainee's stats, rules and price - is A1, the WS and I of the Noble, frenzy and the Offering rule enough to warrant a 50GC price? Should she get A2, or +1I (knowing that A1 means she gets three attacks max - 1*2 for frenzy, +1 for two weapons - and A2 means she gets five attacks maximum)?

Oh, and bump. :P
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Cenyu wrote:Hail to the King, baby.
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Post by Garbidge »

If it's the hag who sacrifices the slave, shouldn't it be the hagf who gains experience?
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Jhaelrnya
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Post by Jhaelrnya »

Too powerful on a hero, as they require less xp to get skills. Putting it on the leader prevents the Hag from becoming a lot more powerful then the leader. Plus, it is simpler to just use a rule already in use in the Rulebook. We already know it is balanced.
Rork wrote:Because you are bound to turn up to battle dressed as a Christmas tree. I don't like people who condone the trade in Fir.


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Ansob.
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Post by Ansob. »

garbidge wrote:If it's the hag who sacrifices the slave, shouldn't it be the hagf who gains experience?


Nope. Fluff reasoning goes as follows: the leader is politically rewarded for his contribution to the Temple. Besides, Jhaerlnya has it right with regards to the rules reasoning. Any other comments? If not, we might as well check this with Lord Kitrik and get it sent to Jervis... :)
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Cenyu wrote:Hail to the King, baby.
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Arquinsiel
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Post by Arquinsiel »

We still haven't even started to sort out the warriors and beasthounds, we're a bit off done yet. Nor has this been playtested as far as I know.
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Dalakh deathblow
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Post by Dalakh deathblow »

Arquinsiel wrote:We still haven't even started to sort out the warriors and beasthounds, we're a bit off done yet. Nor has this been playtested as far as I know.


ehm IMHO the warriors are OK.. as for playtesting, i agree, somebody should do it :P
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Post by Arquinsiel »

I think that if we have a standard warrior henchman then we can do cool things to the corsairs and shades while keeping the option to have a comparatively cheap warband. Really, the option of having SDC's pushes up the cost of the corsairs needlessly since many people never get that rich in the game.
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